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143 lines
3.4 KiB
Rust

// Monologue Trees Editor
//
// Editor for creating Monologue Trees levels
use bevy::{
input::{keyboard::KeyboardInput, ButtonState},
prelude::*,
};
use monologue_trees::{debug::*, ui::*};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Monologue Trees Editor".into(),
resolution: (640., 480.).into(),
..default()
}),
..default()
}),
DebugInfoPlugin,
GameUiPlugin,
))
.add_systems(Startup, (initialize_ui,))
.add_systems(
Update,
(
load_gltf,
unload_gltf,
load_audio,
unload_audio,
spawn_scene,
play_audio,
export_level,
import_level,
load_bogus,
),
)
.run();
}
/// UI:
/// * GLTFs
/// * Scenes
/// * Cameras
/// * Animations
/// * Audios
fn initialize_ui(mut commands: Commands) {
commands.spawn((
Camera2dBundle { ..default() },
UiCameraConfig { show_ui: true },
));
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn((GameUiList("GLTFs"), NodeBundle { ..default() }, GltfsUi));
parent.spawn((GameUiList("Scenes"), NodeBundle { ..default() }, ScenesUi));
parent.spawn((GameUiList("Cameras"), NodeBundle { ..default() }, CamerasUi));
parent.spawn((
GameUiList("Animations"),
NodeBundle { ..default() },
AnimationsUi,
));
parent.spawn((
GameUiSet("Audio Clips"),
NodeBundle { ..default() },
AudioClipsUi,
));
});
}
fn load_bogus(
mut events: EventReader<KeyboardInput>,
root: Query<Entity, With<AnimationsUi>>,
mut commands: Commands,
) {
events
.iter()
.filter(
|&KeyboardInput {
key_code, state, ..
}| *key_code == Some(KeyCode::Space) && *state == ButtonState::Pressed,
)
.for_each(|_| {
commands
.spawn((GameUiButton("bogus"), NodeBundle { ..default() }))
.set_parent(root.single());
})
}
/// Component marking UI for loaded Gltf assets
#[derive(Component)]
struct GltfsUi;
/// Component marking UI for Scene assets
#[derive(Component)]
struct ScenesUi;
/// Component marking UI for Camera assets
#[derive(Component)]
struct CamerasUi;
/// Component marking UI for Animation assets
#[derive(Component)]
struct AnimationsUi;
/// Drag+Drop import GLTF to editor
fn load_gltf() {}
/// Remove gltf from editor
fn unload_gltf() {}
/// Component marking UI for Audio Clip assets
#[derive(Component)]
struct AudioClipsUi;
/// Drag+Drop import Audio to editor
fn load_audio() {}
/// Remove audio from editor
fn unload_audio() {}
/// Spawn Scene
fn spawn_scene() {}
/// Play/Loop Audio
fn play_audio() {}
/// Export level
fn export_level() {}
/// Import Level
fn import_level() {}